/Engine/Plugins/Importers/USDImporter/Source/USDClasses/Public/USDAssetUserData.h
We assign these to persistent LevelSequences that bind to one of the actors/components that the stage actor spawns. We need this as part of a mechanism to automatically repair those bindings when they break if we close/reload the stage.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUsdLevelSequenceAssetUserData : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)
TSet<FGuid>
HandledBindingGuids
Set of binding GUIDs that we already handled in the past.
FGuid
LastCheckedSignature
The LevelSequence has a Guid that is changed every time its state is modified.